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One entity shooting another should work even if friendly fire is off
In rogue's RHANGAR1 the turret didn't blow up the ceiling when friendly fire was off, because in ClientTeam() both entities were set to "" (no team), but OnSameTeam() just did a strcmp() instead of checking this special case (no team). We check this now and thus it works. Hooray. I also refactored ClientTeam() to take the buffer instead of using a static one and to be static (it's only called by OnSameTeam() anyway). The savegame table entry for this function was invalid, but it doesn't need to be saved anyway, so I just deleted it from the table.
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3 changed files with 5 additions and 8 deletions
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@ -27,11 +27,10 @@
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#include "header/local.h"
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#include "monster/misc/player.h"
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char *
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ClientTeam(edict_t *ent)
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static char *
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ClientTeam(edict_t *ent, char* value)
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{
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char *p;
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static char value[512];
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value[0] = 0;
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@ -78,10 +77,10 @@ OnSameTeam(edict_t *ent1, edict_t *ent2)
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return false;
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}
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strcpy(ent1Team, ClientTeam(ent1));
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strcpy(ent2Team, ClientTeam(ent2));
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ClientTeam(ent1, ent1Team);
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ClientTeam(ent2, ent2Team);
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if (strcmp(ent1Team, ent2Team) == 0)
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if (ent1Team[0] != '\0' && strcmp(ent1Team, ent2Team) == 0)
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{
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return true;
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}
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@ -1025,7 +1025,6 @@ extern void ValidateSelectedItem ( edict_t * ent ) ;
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extern void SelectPrevItem ( edict_t * ent , int itflags ) ;
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extern void SelectNextItem ( edict_t * ent , int itflags ) ;
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extern qboolean OnSameTeam ( edict_t * ent1 , edict_t * ent2 ) ;
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extern char * ClientTeam ( edict_t * ent ) ;
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extern void GetChaseTarget ( edict_t * ent ) ;
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extern void ChasePrev ( edict_t * ent ) ;
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extern void ChaseNext ( edict_t * ent ) ;
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@ -1025,7 +1025,6 @@
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{"SelectPrevItem", (byte *)SelectPrevItem},
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{"SelectNextItem", (byte *)SelectNextItem},
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{"OnSameTeam", (byte *)OnSameTeam},
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{"ClientTeam", (byte *)ClientTeam},
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{"GetChaseTarget", (byte *)GetChaseTarget},
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{"ChasePrev", (byte *)ChasePrev},
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{"ChaseNext", (byte *)ChaseNext},
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